Lei Shen by Arghund

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Lei Shen

By: Arghund
Last Updated: Feb 25, 2018
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Lei Shen

The Thunder King

(Melee Warrior) A fierce tank that can dominate tight areas of the battleground, limiting escape in the process.

Another one of my favorite raid encounters, I figured the most prominent Mists of Pandaria villain besides Garrosh himself could find a suitable seat of power in Heroes of the *Storm*. A true master of storms and electricity, Lei Shen is designed to deal with multiple, up-close targets in great fashion, particularly discouraging dive compositions with his point-and-click crowd control. Most of his kit is drawn directly from his encounter, both weapon skills and Thunderstruck particularly retaining a lot of their original functionality, and I made his trait and Overwhelming Power the way they were to simulate his progressing phases throughout the fight, without doing anything too crazy with all the individual conduits and their effects; that tooltip would get mighty messy. To carry those mechanics over, a good chunk of his talent choices are drawn from his many individual abilities used throughout each phase.

STRENGTHS:
-Indomitable in close quarters
-Good crowd control and lockdown
-Good waveclear
-Fairs well on maps with chokepoints
-Lacks mana
-Good damage output

WEAKNESSES:
-Limited self-sustain
-Limited mobility and engage
-Must prepare Power ahead of time for his desired weapon
-Ranged compositions
-Less effective on more open maps
-Vulnerable to crowd control himself

STATISTICS:
Medium Difficulty
2765 health
135 basic attack damage
1.0 attack speed
1.6 (Thunder) to 2.6 (Lightning) attack range
200 Power in the place of mana
4% scaling
https://heroeshearth.com/concepts/heroes/Malkav/lei-shen/ talents can be seen here for much easier organization

Combat Trait

1
Alternating Current
Cooldown: 4 seconds
In the place of mana, Lei Shen uses electrical Power for both his basic attacks and his abilities, storing up to 200 in both of his weapons. Basic attacks spend 10 Power, and spending Power on one weapon grants that exact amount to the other. Activate your trait to switch between Thunder, an axe that cleaves in an arc and starts at 200 Power, and Lightning, a polearm that grants 1 additional range and starts at 0 Power. Each weapon has its own ability with a shared cooldown.
2
Complete Circuit (Lvl1 Talent)
Power gradually flows into your current weapon from the other at a rate of 5/sec, and your first basic attack upon switching weapons deals 50% increased damage. Deals damage every 5 seconds during Overwhelming Power.
3
Balance of Power (Lvl4 Talent)
While above 100 Power, gain 15 physical armor. While below, gain 15 spell armor. At exactly 100 Power, gain both.
4
Jade Lightning (lvl7 Talent)
While at 100 Power and above, gain 40 base health regeneration and 35% physical lifesteal.
5
Storm Jolt (lvl16 Talent)
Cooldown: 45 seconds

Activate to become unstoppable for 1.5 seconds.

Passive: While at or above 100 Power, gain 35% resistance to crowd control effects.

Primary Abilities

1
Decapitate (Thunder)
Cost: 50 Power
Cooldown: 8 seconds
Toss your axe at the target foe, dealing up to 250 damage, decreasing with distance, and lowering their physical armor by 20 for 3 seconds. Stun for 0.7 seconds if max damage is dealt. Range of 7, minimum 100 damage, and it falls off at 3 range and beyond.
2
Fusion Slash (Lightning)
Cost: 50 Power
Cooldown: 8 seconds
Slash at the target foe with your polearm, dealing 175 damage and knocking them back a moderate distance. Your next Thunderstruck on this target within 3 seconds roots them in place for 1.2 seconds.
3
Thunderstruck
Cost: 30 Power
Cooldown: 10 seconds
Hurl your weapon at the target location, dealing 95 damage to enemies around it and slowing their movement speed by 35% for 2.5 seconds. Damage increases by up to 100% the further away enemies are from the impact point.
4
Ball Lightning
Cost: 30 Power
Cooldown: 12 seconds
Shields you for 400 damage for 5 seconds and spawns four lightning orbs around you, seeking out the next four targets within 5 range, favoring heroes, and dealing 75 damage and slowing their attack speed by 35% for 3 seconds. Only one target per orb.

Heroic Abilities

1
Overwhelming Power
Cooldown: 40 seconds
Wield both Thunder and Lightning in unison, gaining both their effects and granting 100 max Power, refilling the gauge. Your attack speed is doubled and both weapon abilities become usable on a separate cooldown, Fusion Slash being assigned to your heroic key. Lasts until Power is expended, starting the cooldown. Returns you to your previous weapon and Power amount upon expiring.
2
Throne of Thunder
Cost: 40 Power
Cooldown: 80 seconds
Set down four lightning conduits in a large square around you, forming an electric barrier that deals 125 damage a second to enemies that cross it and stand on it, and enemies that stand in the square are slowed by 30% for as long as they remain. You transfer 20 Power a second onto your current weapon while standing in the area, taking away from the other. Lasts for 6 seconds.

TALENTS

Full talent breakdown can be seen here.
https://heroeshearth.com/concepts/heroes/Malkav/lei-shen/

ADDITIONAL NOTES

-You automatically switch weapons upon using up all Power
-With Lightning Command, orbs can deal damage more than once to an enemy
-Throne of Thunder inspired from Ganesha's Dharmic Pillars ability from Smite
-Your basic attacks are both extended and cleave during Overwhelming Power
-Percentage damage immunity from Slayer of Kings and Gods includes talents and traits like Giant Killer, Reaper's Mark, Minigun, etc.
-Lightning Whip's length depends on the range from which you use Thunderstruck
-Violent Gale winds functions similarly to Energy Twister from my Kulle concept; more of a gradual tug like the Volskaya conveyor belts
-*Cries in Chen*
-*Added some sample talents related to his trait

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